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#16 (permalink) | |
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Join Date: Jul 2005
Location: Sioux Falls, SD
Posts: 650
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Re: Oblivion Mods
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#17 (permalink) | |
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Join Date: Dec 2004
Location: Ottawa, Ontario
Age: 36
Posts: 752
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Re: Oblivion Mods
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Like you this genre of game was not my thing. That being said, I am really enjoying this game. In fact it is all I am playing lately. errrr Hopefully GRAW will pull me back to some MP. ![]()
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#18 (permalink) | |
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Join Date: Dec 2004
Location: Ottawa, Ontario
Age: 36
Posts: 752
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Re: Oblivion Mods
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![]() ![]() ![]() ![]() ![]() A good man stands up for himself. A great man stands up for others. |
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#19 (permalink) |
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Join Date: Oct 2005
Location: AZ
Age: 18
Posts: 692
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Re: Oblivion Mods
Nice list. I have a few of those installed. My current favorite mods are the blackjack mod (I don't remember the real name) that give you a 'blackjack' that you can knock people out with so you can rob them without killing them, Dimensional Pocket of Sargosa that gives you a ring to teleport to an island with storage facilities and a bed to act as your house, and Toggelable Vampirism that makes being a vampire a little less painful. I've also installed a mod that adds spells for summonable horses, but I haven't got to try it yet. The Ring of Atmospheresy (sp?) is cool to because you can mess with the weather. It's nice for vampires too, because you can make it stormy if you have to go out during the day.
What I really want though is a mod that allows you to turn Azura's Star into a reuseable black soul gem. Then those beggars better run for there lives!
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#20 (permalink) |
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Join Date: Aug 2005
Location: Seattle, WA
Age: 19
Posts: 1,776
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Re: Oblivion Mods
The only gameplay altering mod I have installed is Saddle Bags, which lets your horse carry items based on its health; it's more realistic that way since I can clear a dungeon, instead of leaving halfway through to sell the stuff I find.
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#21 (permalink) |
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Join Date: Jul 2005
Location: Sioux Falls, SD
Posts: 650
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Re: Oblivion Mods
Some more I've found. I'm not using them all, as a matter of fact I'm down to using about 13 mods now after I manually combined some that were causing conflicts.
Most of the ones I am using though I've converted to omod's using Timeslips mod Manager - the more I use that the more I like it. 1. Weather Wizard with Arena Fix 2. Combat Behavior Modification 3. Tweak Oblivion 4. Jarrod's Texture Patch 3 5. Bloodeus Unique Item Package 6. Combat Balance Mod 7. Sagerbliv Creature Balance 8. Might Bows 9. AF Leveling Mod 10. Bank Mod 11. Kiyoshi New Vampires 12. Rational Pation Name Sorter 13. Dark UI 2.0 <- Worth Using. 14. Color Map <- Love This One. 15. Large Ogres & Trolls 16. Call Steed 3.0a 17. Saddle Bags 1.1 18. Mod Link List on Main Forums I should package most of mine up since I have quite a few that are merged to get rid of conflicts. I'll have to see about getting some space somewhere to save them to. |
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#22 (permalink) |
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Join Date: Oct 2005
Location: AZ
Age: 18
Posts: 692
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Re: Oblivion Mods
I felt like screwing around the other day in Oblivion, so I downloaded the "Stronger Staff of Worms" mod and had some fun with the citizens of Skingrad.
![]() ![]() ![]() First I killed a single person, in plain view of everyone else. I then quickly reanimated that person and turned invisible. I let my undead minion fight my attackers untill one/both of them died. I then reanimated them and turned invisible again. I continued until every Non-Guard NPC (Gaurds like to attack you even after you reanimate them) in Skingrad I could find was under my control. Then I took some pictures and killed them all again. ![]() The Radiant AI starts to show when you've got a reanimated hobo fighting a gaurd. The hobo knows he's getting his but kicked so he'll run away and find a sword and a sheild before fighting the gaurd. Even though half of my undead army was unarmed when I killed them, by the end they had all grabbed a sword from a dead gaurd.
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